[Bug] Add library overrides and edit mode issue #81275

Closed
opened 2020-09-29 01:30:33 +02:00 by Alex_kp · 10 comments

System Information
Operating system: Windows-10-10.0.18362-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87

Blender Version
Broken: version: 2.90.0, and 2.9.1 Alpha branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29
Worked: (newest version of Blender that worked as expected)

Short description of error
Can't use the edit mode when adding library overrides, when it was possible in 2.83.5 LTS.

Exact steps for others to reproduce the error
When Linking a collection, then adding overrides to the object and the object data I can't go to edit mode on the object when it was possible in 2.83.5 LTS. I'm sending a short example in a zip file.

Error.zip

**System Information** Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 **Blender Version** Broken: version: 2.90.0, and 2.9.1 Alpha branch: master, commit date: 2020-08-31 11:26, hash: `0330d1af29` Worked: (newest version of Blender that worked as expected) **Short description of error** Can't use the edit mode when adding library overrides, when it was possible in 2.83.5 LTS. **Exact steps for others to reproduce the error** When Linking a collection, then adding overrides to the object and the object data I can't go to edit mode on the object when it was possible in 2.83.5 LTS. I'm sending a short example in a zip file. [Error.zip](https://archive.blender.org/developer/F8933586/Error.zip)
Author

Added subscriber: @Alex_kp

Added subscriber: @Alex_kp

#92297 was marked as duplicate of this issue

#92297 was marked as duplicate of this issue
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
Member

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'
Philipp Oeser self-assigned this 2020-09-29 14:54:26 +02:00
Member

Can confirm that behavior changed, will check.

Can confirm that behavior changed, will check.
Member

Changed status from 'Confirmed' to: 'Archived'

Changed status from 'Confirmed' to: 'Archived'
Member

Turns out this was an intentional change with sanity checks on what operations are supported by overrides, see 6add0cc88a.

This makes sense, since changes in editmode dont actually survive save/reload of the file - even before that commit.
So you cannot really model on top of potential model changes in the the lib file.

Afraid we have to close this, since it looks like this is working as intended.
Just curious: what did you do in editmode in 2.83.5 LTS that made you actually use that "feature" there? How was this useful to you?
(maybe there is something I am missing?)

Turns out this was an intentional change with sanity checks on what operations are supported by overrides, see 6add0cc88a. This makes sense, since changes in editmode dont actually survive save/reload of the file - even before that commit. So you cannot really model on top of potential model changes in the the lib file. Afraid we have to close this, since it looks like this is working as intended. Just curious: what did you do in editmode in 2.83.5 LTS that made you actually use that "feature" there? How was this useful to you? (maybe there is something I am missing?)
Author

Hello ! Thanks for answering. Sad to hear it got removed

  • This feature was useful to me for production reasons. I needed it to, for instance, add shapekeys, or apply a quick correction to my linked object to adapt it for a scene_#.blend file, Without having to change directly the original file for one scene.

  • It was also an alternative from importing directly a whole collection to adapt objects for a scene, making my .blend heavier, without the possibility to apply a major update on the original objects present in the collection.

(Ex: This object need to be squashed a bit in Scene_300. After constation we've seen that the object isn't round enough, we need to arrange the vertices on the original file in order to apply it in all the scene.)

  • An other reason was for working on rigs and weight painting on a pretty much advance/finish object. It helps my .blend files weighting less, and for the same reason as my second point, if a major update on an object is brought, and it needs to be applied to all scene, it sometimes needs to go through the rig. The object would still receive the modification without breaking the entirety of my rig, only the added vertices needed to be worked on.

If you have alternatives for all that I'd be happy to know about those ^^'.

Hello ! Thanks for answering. Sad to hear it got removed - This feature was useful to me for production reasons. I needed it to, for instance, add shapekeys, or apply a quick correction to my linked object to adapt it for a scene_#.blend file, Without having to change directly the original file for one scene. - It was also an alternative from importing directly a whole collection to adapt objects for a scene, making my .blend heavier, without the possibility to apply a major update on the original objects present in the collection. (Ex: This object need to be squashed a bit in Scene_300. After constation we've seen that the object isn't round enough, we need to arrange the vertices on the original file in order to apply it in all the scene.) - An other reason was for working on rigs and weight painting on a pretty much advance/finish object. It helps my .blend files weighting less, and for the same reason as my second point, if a major update on an object is brought, and it needs to be applied to all scene, it sometimes needs to go through the rig. The object would still receive the modification without breaking the entirety of my rig, only the added vertices needed to be worked on. If you have alternatives for all that I'd be happy to know about those ^^'.
Author

post-scriptum:
I just tested out what you said and in fact it does not work once the scene is closed and re-opened, except it does work with an inbetween phase.

If I re-link the scene linked all the effects take place but are no longer connected to the original, and once re-opened it doesn't work anymore.
To make it simple:

A -> linked to B, (adding modification) -> Linked to C all modification taking in count, but no longer linked to A
And once B is re-open all modifications are gone.

I'm sorry if this experience is irrelevant to you, though I want to make sure you get as much details as possible to be sure I'm not leaving stuff behind.

post-scriptum: I just tested out what you said and in fact it does not work once the scene is closed and re-opened, except it does work with an inbetween phase. If I re-link the scene linked all the effects take place but are no longer connected to the original, and once re-opened it doesn't work anymore. To make it simple: A -> linked to B, (adding modification) -> Linked to C all modification taking in count, but no longer linked to A And once B is re-open all modifications are gone. I'm sorry if this experience is irrelevant to you, though I want to make sure you get as much details as possible to be sure I'm not leaving stuff behind.
Member

Added subscribers: @MatBrady, @PratikPB2123

Added subscribers: @MatBrady, @PratikPB2123
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Reference: blender/blender#81275
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